﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace HREngine.Bots
{
    //每个策略的 Penality{策略名}文件里面放 三个函数：打牌评分，随从进攻评分；英雄进攻评分 以及他们需要用到的private函数
    //这三个函数用于单动作评估，如果返回值超过500，则被剪枝，不列入候选动作
    public partial class Behavior骑士 : Behavior
    {
        public override int getPlayCardPenality(CardDB.Card card, Minion target, Playfield p)
        {
            switch (card.chnName)
            {
                case "梦境":
                    if (target != null && target.own && target.charge == 0) return 1000;
                    break;
                case "梦魇":
                    if (target != null && !target.own) return 1000;
                    break;
                case "虚灵改装师":
                    if (target != null && target.own ) return 1000;
                    break;
                case "火箭改装师":
                    if (target != null && target.own && (!target.playedThisTurn || target.Ready ) ) return 1000;
                    break;
                case "叫嚣的中士":
                    if (p.ownMinions.Count > 0 && target != null && !target.own) return 1000;
                    break;
                case "流光之赐":
                case "威能祝福":
                case "阿达尔之手":
                case "王者祝福":
                    if (target != null && !target.own)
                        return 1000;
                    break;
                case "甩笔侏儒":
                    if (target != null && target.own)
                        return 1000;
                    break;
            }
            return getComboPenality(card, target, p);
        }


        public override int getAttackWithMininonPenality(Minion m, Playfield p, Minion target)
        {
            if (!m.silenced && m.handcard.card.CantAttack || target.untouchable)
                return 1000;
            if (target.isHero)
                return 0;
            int pen = 0;
            // 鼓励拥有智慧圣契的随从送死
            if (m.libramofwisdom > 0 && !target.isHero) { 
                if(target.Angr >= m.Hp) return - m.libramofwisdom * 20;
                return - m.libramofwisdom * 12;
            }
            if (!target.isHero && p.enemyHeroStartClass == TAG_CLASS.PALADIN)
            {
                pen -= 4;
            }
            return pen;
        }

        //英雄攻击惩罚
        public override int getAttackWithHeroPenality(Minion target, Playfield p) 
        {
            int pen = 0;
            // 谁莫名其妙给我设置了 16 点杀怪奖励？
            //if(target.Hp <= p.ownHero.Angr && !target.divineshild)
            //{
            //    pen += 16;
            //}
            // TMD 不知道在哪里写了个溢出伤害超过2给了20点惩罚，修正
            //if (p.ownHero.Angr >= target.Hp + 2)
            //{
            //    pen -= 20;
            //}
            return pen;
        }

        private int getSecretPenality(Playfield p)  // 牌序和防奥秘的影响
        {
            // AOE 先打
            int aoed = 0;
            for (int i = 0; i < p.playactions.Count; i++)
            {
                Action a = p.playactions[i];
                if (a.actionType == actionEnum.attackWithMinion && a.own.handcard.card.chnName == "剑圣萨穆罗" )
                {
                    aoed = i;
                    break;
                }
            }
            for (int i = 0; i < aoed; i++)
            {
                Action a = p.playactions[i];
                if (a.actionType == actionEnum.attackWithHero || a.actionType == actionEnum.attackWithMinion)
                {
                    return -10000;
                }
            }

            if (p.enemySecretCount == 0)
                return 0;
           
            int pen = 0;

            bool canBe_explosive = false;  //防止是猎人的爆炸陷阱
            foreach (SecretItem si in p.enemySecretList)
            {
                if (si.canBe_explosive) { canBe_explosive = true; break; }
            }
            if (canBe_explosive)
            {
                int first_attack_hero = -1;
                for (int i = 0; i < p.playactions.Count; i++)
                {
                    Action a = p.playactions[i];
                    if ((a.actionType == actionEnum.attackWithMinion || a.actionType == actionEnum.attackWithHero) && a.target.isHero) // 随从攻击敌方英雄
                    {
                        first_attack_hero = i;
                        if (p.ownHero.Hp <= 2)
                            pen -= 500;
                        break;
                    }
                    // Todo: 这里还要考虑法术伤害敌方英雄 待Fix
                }
                if (first_attack_hero >= 0) // 存在随从攻击英雄
                {
                    //如果此前出牌了，扣分，容易被炸
                    for (int i = 0; i < first_attack_hero; i++)
                    {
                        Action a = p.playactions[i];
                        if (a.actionType == actionEnum.playcard)
                        {
                            if (a.card.card.type == CardDB.cardtype.MOB) //出了随从
                                return -15000; // 不可接受，抛弃本牌面以及子牌面
                        }
                    }
                }

            }
            return pen;
        }
    }
}
